The Axiom Codex of Vesper Arclight
A meticulous sorcerer’s treasured codex preserves the equations behind wild magic, while concealing the one calculation its owner cannot finish.
Spellbook · Sorcerer · Level 5
The Axiom Codex of Vesper Arclight
A meticulous sorcerer’s treasured codex preserves the equations behind wild magic, while concealing the one calculation its owner cannot finish.

Ex librisVesper ArclightArcane sorcery

At a glance
Level
5
Sorcerer
Spells
10
4 cantrips, 3 signature
Spell slots
1st level
2nd level
3rd level
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
4- Create a spectral hand that can manipulate objects, open unlocked doors or containers, and move up to 30 feet on your turn.
- Duration
- 1 minute
- Target
- A point within range
- Components
- V, S
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
- Create a sound or an image of an object no larger than a 5-foot cube. The illusion lasts for the duration or until dismissed.
- Duration
- 1 minute
- Target
- A point within range
- Components
- S, M (a bit of fleece)
- Save or attack
- A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to discern an image or sound as illusory.
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
- Perform a minor magical trick, such as creating a harmless sensory effect, lighting or snuffing a small flame, cleaning or soiling an object, or making a temporary mark.
- Duration
- Up to 1 hour
- Target
- An object or point within range
- Components
- V, S
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
- Hurl a mote of fire at a creature or object. On a hit, the target takes fire damage.
- Duration
- Instantaneous
- Target
- One creature or flammable object
- Components
- V, S
- Save or attack
- Ranged spell attack
- Damage
- force
- Higher levels
- Damage increases to at character level 5.
- Source
- Player's Handbook
1st level
2- Gain a bonus to AC, including against the triggering attack, and take no damage from Magic Missile until the start of your next turn.
- Duration
- 1 round
- Target
- Self
- Components
- V, S
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
- A willing creature not wearing armor gains base AC 13 + its Dexterity modifier for the duration.
- Duration
- 8 hours
- Target
- One willing creature not wearing armor
- Components
- V, S, M (a piece of cured leather)
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
2nd level
2- Briefly surrounded by silvery mist, teleport up to 30 feet to an unoccupied space you can see.
- Duration
- Instantaneous
- Target
- Self
- Components
- V
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
- Create three illusory duplicates of yourself. When a creature targets you with an attack, a roll determines whether it targets a duplicate instead; a duplicate disappears when hit.
- Duration
- 1 minute
- Target
- Self
- Components
- V, S
- Higher levels
- No effect from higher-level spell slots.
- Source
- Player's Handbook
3rd level
2- A bright streak flashes to a point you choose and blossoms into a fiery explosion, damaging creatures in the area.
- Duration
- Instantaneous
- Target
- Creatures in a 20-foot-radius sphere
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Each creature in a 20-foot-radius sphere makes a Dexterity saving throw, taking half damage on a success.
- Damage
- fire
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
- Attempt to interrupt a creature you see casting a spell. On success, the spell fails and has no effect.
- Duration
- Instantaneous
- Target
- One creature casting a spell within range
- Components
- S
- Save or attack
- None; higher-level spells may require a spellcasting ability check.
- Higher levels
- Automatically interrupts a spell of 3rd level or lower; when cast with a higher-level slot, it automatically interrupts a spell whose level is no greater than the slot used.
- Source
- Player's Handbook
In the margins
3 notes
WarningA shield is not a wall. It is an argument made faster than the blade.
DiaryThe third star in the margin moved again. I will not tell Master Orrel.
FormulaFor a stable casting: breath, angle, intent. Never reverse the order.
The book itself
The silver diagrams are working formulae, not decoration.
Its pages smell faintly of lamp oil and cold rain.
The caster
Arcane sorceryVesper Arclight
Studies: Abjuration and evocation shaped by mathematical formulaeManner: Measured and courteous, Vesper speaks as if every conversation deserves a careful proof.Focus: A brass astrolabe ring whose tiny arms she turns to trace spell geometry in the air.Quirk: She taps a rhythm of seven beats against any surface before attempting something risky.Wants: Find the missing observatory lens and determine whether its destruction was an accident or a deliberate attempt to hide a discovery.Vesper Arclight was apprenticed to an observatory’s arcanists until a miscalculated experiment fractured its central lens. She salvaged this codex and now studies the boundary between precision and instinct.
The book
A narrow, starched-black codex bound in dark blue leather, its silver corner plates engraved with precise geometric diagrams. Fine copper wires stitch the spine, and the pages shimmer faintly when a spell is spoken aloud.
Its wards · GM only
About the book
FormatGeometric codex
ThemeArcane
Written by aSorcerer
Caster level5
SystemDungeons & Dragons 5th Edition
Plot hooks
1A vanished observatory has the missing page Vesper needs to complete a formula written in the codex’s margins.
2The codex’s wards react to a noble’s signet, revealing that its former owner may have been murdered to keep its secrets hidden.
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